Hi, I’m Milon!
I develop applications in the .NET ecosystem, professionally for over three years. In my free time I also create Discord bots and small games.
I am an application developer specializing in the .NET ecosystem with over three years of professional experience. My primary language is C#, and I also work with Java, Python, and the web fundamentals of HTML, CSS, and JavaScript.
Games are where I get to experiment. They let me try ideas that don’t fit my day-to-day work: lighting, atmosphere, procedural systems and the small details that make a world feel alive. I have a soft spot for cosmic horror and tabletop RPGs, and you will probably notice that in everything I make.
My Games
Sanatorium
A 2D horror game built in Java with libGDX. You wake up in an abandoned sanatorium in complete darkness, with nothing but a flashlight. Your goal is to find the key to the main gate on the upper floor and escape before the creatures catch you.
Sanatorium was my first proper game project and taught me most of what I know about game loops, collision and rendering outside of a framework I already knew. The heart of the game is the flashlight: I wrote custom GLSL shaders for the light cone, so the darkness actually hides things from you instead of just looking dark. Batteries recharge your light, and monsters slow down inside the beam. That turned the flashlight from a visual effect into the core mechanic and made balancing the battery drain one of the most interesting parts of development.
Path to Madness
A roguelite set in Arkham, 1924. You lead up to four investigators into the Blackwood Sanatorium and have to keep an eye on their sanity as well as their health. When someone dies, they stay dead.
Path to Madness grew out of Sanatorium. I wanted to return to the same setting, but with more depth: a party instead of a lone survivor, runs that play out differently each time, and permanent consequences. The game draws heavily on my experience as a tabletop game master. Managing a group, deciding who takes which risks, and watching a character slowly break under the pressure were the moments I wanted to capture. Building it meant designing systems that work together, like sanity, permadeath and run structure, rather than a single mechanic, which made it a big step up from my first game.
Other Projects
Besides games, I build Discord bots for my gaming communities, most notably Group40Bot, written in C# on .NET.
Thanks for stopping by. Feedback on my games is always welcome!